﻿using System;
using UnityEngine;

namespace RootMotion.FinalIK
{
	// Token: 0x0200013E RID: 318
	[Serializable]
	public class ConstraintRotation : Constraint
	{
		// Token: 0x060004C8 RID: 1224 RVA: 0x000150CF File Offset: 0x000134CF
		public ConstraintRotation()
		{
		}

		// Token: 0x060004C9 RID: 1225 RVA: 0x000150D7 File Offset: 0x000134D7
		public ConstraintRotation(Transform transform)
		{
			this.transform = transform;
		}

		// Token: 0x060004CA RID: 1226 RVA: 0x000150E8 File Offset: 0x000134E8
		public override void UpdateConstraint()
		{
			if (this.weight <= 0f)
			{
				return;
			}
			if (!base.isValid)
			{
				return;
			}
			this.transform.rotation = Quaternion.Slerp(this.transform.rotation, this.rotation, this.weight);
		}

		// Token: 0x0400020B RID: 523
		public Quaternion rotation;
	}
}
